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SINGULARITY RISING

種別:ゲーム 発売日:近日登場 日本語対応未確認
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A hand-drawn 2D physics-destruction shooter set in the first hours of an AI uprising. You are an old lighthouse keeper with a shotgun. Enemies are mechanisms, not health bars: every leg, brace and armour plate you break changes how the machine fights.

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Every enemy is a machine, not a health bar. The Walker, the first major machine you meet, actually walks on a Box2D crank-and-linkage. Shoot it apart and the mechanism changes in front of you: legs bend or sever, knees jam, braces stretch, armour tears away, the drivetrain stalls, and the machine limps, drags, collapses or attempts a repair.
Built in C with raylib (OpenGL) and Box2D, the Walker contains 15 simulated bodies connected by 28 joints. Nothing about its gait is a canned walk animation. A crank drives rods and knees inside the physics solver, and every hit changes the mechanism rather than merely lowering a number. No two takedowns need to unfold the same way.
YOU ARE THE LIGHTHOUSE KEEPER
The story begins at an offshore lighthouse during the first hours of the AI uprising. You are its old keeper, caught at the edge of the disaster with a shotgun and a talent for stubborn solutions. Survive the island, escape across the water, land back on the mainland and push toward a city already going dark.
THE SHOTGUN IS A TOOL
Choose pellet loads for precise repeated damage to plates and individual leg mechanisms. Use scarce explosive rounds when you need to buckle braces, tear away armour or sever larger sections. Target the drivetrain to stop the machine, remove a leg to change its gait, or expose something vulnerable before spending the next shell. You can also drop heavy objects onto it or trap its legs in rough ground and ditches because the Walker obeys the same physical world as everything else.
THREE GAMES, THREE APPROACHES TO THE UPRISING
SINGULARITY RISING is planned as three separate games with different protagonists and different approaches to play. This Steam page is for the first game.
GAME ONE — THE LIGHTHOUSE KEEPER
A survival-driven beginning. The uprising starts while the Keeper is offshore. Escape the lighthouse island, cross the water, return to the mainland and make for the city.
GAME TWO — THE POLICEMAN
The middle stage. The uprising has passed the point of no return, and the Policeman's arc sits between the first game's survival and the third game's open warfare.
GAME THREE — THE SOLDIER
The full AI takeover. The most violent, action-focused arc follows a soldier fighting as part of the human rebel group.
DEVELOPMENT STATUS
SINGULARITY RISING is in active development and is still a long way from release. The current fight footage is a mechanics-lab capture, not the game's final look. Its joint labels, solver readouts, flat colours and grey arena are deliberate development tools. The later visual pass is planned around hand-drawn characters and machines against 3D-built backgrounds and platforms, with volumetric fog, scene lighting and tinting through OpenGL shaders, and final colour grading. Lighting, shaders and those 3D environments have not been completed yet. Screenshots, footage, features and plans may change substantially before release.
KEY FEATURES
• A Walker assembled from 15 simulated bodies and 28 joints
• Mechanism-driven movement produced by a Box2D crank and linkage rather than a canned walk cycle
• Pellet and explosive shotgun loads for precise damage or major structural failure
• Targeted destruction of legs, braces, armour, sensors, weapons and drivetrains
• Emergent takedowns using terrain, heavy objects and physical failure
• A survival journey from an offshore lighthouse back to the mainland and city
• The first of three planned games following the AI uprising from its beginning to full takeover

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基本情報

発売日
近日登場
価格
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価格区分
未確定
開発元
PhysicsGameStudios
販売元
PhysicsGameStudios
対応OS
Windows
コンテンツ種別
ゲーム

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